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Which project should I prioritize?
New Hotmod features (remember skill levels, save configurations). 26%  26%  [ 5 ]
Finish Hotmod beta, then do Hotshot. 26%  26%  [ 5 ]
Get Hotshot out. The Hotmod beta's good enough for now. 47%  47%  [ 9 ]
Other 0%  0%  [ 0 ]
Total votes : 19
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 Post subject: Hotmod development priority.
PostPosted: Sat Oct 24, 2009 6:42 am 

Joined: Thu Sep 25, 2008 12:53 pm
Posts: 549
Faction: Flight School
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The Hotmod beta is now perfectly functional; it just needs filtering before I replace the old one. However, the Arcamatic has old data, and a replacement should be easy with my new framework. The Arcamatic replacement will be called "Hotshot" unless I come up with a better name. I'll also add a Hotshot Lab, so people can fiddle with different damage calculation systems.

How should I prioritize? Any feelings?


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 Post subject:
PostPosted: Sat Oct 24, 2009 10:03 am 

Joined: Thu May 29, 2008 2:05 am
Posts: 24
Faction: Flight School
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IMO it is better to have the basic Hotmod, and the basic Hotshot, than only have the Hotmod.
The last thing I want on Hotmod before Hotshot is an C&P friendly output on which mod you fixed.

Two basic tools are better than one complex tool.


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 Post subject:
PostPosted: Sat Oct 24, 2009 12:00 pm 
Helpful

Joined: Sun Jan 27, 2008 8:32 pm
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I'm going to agree with meowww for now: the Hotmod beta is lovely and I'd like to see more features, but if you're feeling Hotshot well enough to get that going I'd love to see it.


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 Post subject:
PostPosted: Sat Oct 24, 2009 7:09 pm 
Smashing Pumpkins

Joined: Sat Jan 19, 2008 12:22 pm
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Note that the numbers the gunsmith gives may not be accurate (the small flak uses 50% more ammo than it's supposed to).


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 Post subject:
PostPosted: Sun Oct 25, 2009 9:36 am 
Smashing Pumpkins

Joined: Sat Jan 19, 2008 12:22 pm
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Here are actual values for firing delays (measured in milliseconds) according the combat debugger:

- Small -
Machine gun: 100
Auto-cannon: 50
Howitzer: 400
Long Arm: 400
Flak: 600
- Medium -
Machine gun: 100
Auto-cannon: 50
Howitzer: 550
Long Arm: 450
Flak: 800
- Large -
Machine gun:
Auto-cannon:
Howitzer: 750
Long Arm: 500
Flak: 1000


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 Post subject:
PostPosted: Sun Oct 25, 2009 4:05 pm 

Joined: Thu Jan 29, 2009 7:57 pm
Posts: 647
Location: UK
Faction: Crimson Armada

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Don't forget that flaks have their own crit damage mod (+25%, so +250% with CS5) as do Howitzers (+50%, so +275% at CS5).

_________________
Colonel Marcus Langley
Marcus' Guns (NO REFUNDS!)


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 Post subject:
PostPosted: Mon Oct 26, 2009 4:55 am 

Joined: Thu Sep 25, 2008 12:53 pm
Posts: 549
Faction: Flight School
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Thanks for the feedback, all. I have a quick light version of Hotshot up, and skills and mod bonuses should be easy. Marcus Langley and Kalin's data was useful, and went in.

meowww: Wish granted. I'll switch that to a "Copy to clipboard" button if I can make it cross-browser. It's easy in IE.


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